I believe I've read where Jackson Gamers have modified some of Walter Simon's rules.I've reorganized and made some minor changes to the set of ACW skirmish rules Walter published in an issue of Wargames Digest back in the late 1970's or early 1980's. Is anyone interest is viewing these modified rules?

SQUAD SIZEVaries from 3 to 8 men:3 men per squad (1 corporal + 2 privates) = 24 men per company 4 men per squad (1 corporal + 3 privates) = 32 men per company5 men per squad (1 corporal + 4 privates) = 40 men per company6 men per squad (1 corporal + 5 privates) = 48 men per company7 men per squad (1corporal + 6 privates) = 56 men per company8 men per squad (1 corporal + 7 privates) = 64 men per company

INCREMENT CARD DECKEach side's commander alternately selects a card from an assigned 5 card deck. Each deck has an assortment of 1, 2, or 3 increment cards in it.Number of cards Number of increments on card-------2---------------------1-------1---------------------2-------2---------------------3

Examples: On a 3 increment card, an infantry unit could move on the 1st increment, aim on the 2nd and then fire on the 3rd, this would give a 2 for the I on the CP = RF x I x N formula. Or a unit could fire on the 1st increment, load on the 2nd and fire again on the 3rd. Or a cavalry unit could

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move 6 inches on the 1st increment, dismount on the 2nd increment and fire on the 3rd increment. And so on.The phasing commander selects his desired increment card and activates all his forces. During each increment units may do the following:

Missile weapons, i.e., muskets and cannons, are assigned range factors. If R denotes the measured range in inches, the range factor RF for musketry is (30 – R); artillery is (60 – R/2). This permits artillery to reach out, on a scale of 1 inch equals 10 yards, to 600 yards and limits small arms to 300 yards.CP = CASUALTY POINTS RF = RANGE FACTOR I = # OF INCREMENTS N = # OF MEN FIRINGCP = RF x I x NFiring figure(s) or artillery must have a clear line of sight (LOS) to be able to shoot at target.

If a man is out of action replace figure with a prone casualty figure. Roll 1d10 at the end of the turn, even number the man recovers, good as new, not wounded. Odd number, man does not recover. You may attempt to recover a total of 3 times, if all fail then man is dead.

MELEEDeclare a charge, the attacking unit is moved halfway to the point of contact, at that point, the defending unit checks its morale to see if it stands and receives the charge. If the defending unit fails its morale test the defenders are turned I place, backs to the attacker as the attacker surges forward into contact. The attacker gets a one "free attack" against the defender. On the defender's next two card played the unit routs to the rear, after which they may attempt to recover. The attacker may attempt to pursue, if contact is again made, the unit gets another "free attack" unless the defender can move other unit(s) to protect the routers.If at the halfway point in the charge, the defending unit passes its morale check, it gets to fire

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small arms at the oncoming attackers. This is a one increment "free fire" for the defenders since it occurs on the attacker's card. Any casualties caused by this fire now requires the attackers to take a morale check.If both sides pass their morale checks, the attackers are moved into contact, close quarters combat (CQC) takes place. If the attackers outnumber the defenders, 2 to 1 combat is allowed, but no more than 2 to 1.

Total both sides modifiers, subtract the lowest score from the highest score, this difference (D) is then added to the base value (BF) of both attacker and defender.

BASE VALUES

Depending on the type of combat, there are two possible base values per figure. (1) infantry vs infantry and cavalry vs cavalry which both have a base value of 25 or (2) cavalry vs infantry which both will have a base value of 15.EXAMPLE: if a veteran unit of cavalry charges uphill at the flank of a green infantry unit, the cavalry unit receives a +10 for being veteran vs green unit, a +10 for charging, a +5 for flank attack and a +10 for being mounted. The infantry unit receives a +10 for being uphill of the charge. The difference (D) in the two totals is 35-10 = 25 in favor of the cavalry unit.This difference is now added to the base value of 15, giving the cavalry unit 40 points per figure involved in the charge. The infantry unit only gets the base value of 15 per figure EXAMPLE: a 5 cavalryman unit charges a 5 man infantry unit, the total for the cavalry unit is 5 x 40 = 200 points, while the 5 man infantry unit has a total of 5 x 15 = 75 points. These point

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totals are now used as the firing procedures to obtain the number of "Kill Dice" for each side. The cavalry unit therefore gets 2 "Kill Dice", while the infantry unit only gets a 75% chance at a "Kill Dice". The infantry player rolls percentile dice, if he rolls 75% or less he gets one "Kill Dice"Morale checks are made after each round of combat until one or both sides break and rout.

Morale level (%) = (number taken from chart above) + (10 x number of men in the unit)Example: a 5 man squad begins the battle with a morale level 0f 90%. 40 + (10 x 5) = 90% A roll of 91% or higher or more means that the unit has failed its morale check.A single survivor of a 5 man unit has a morale level of 50%. 40 + (10 x 1) = 50% A roll of 50% or less means he single man passes his morale check.

The only Wally Simon rules the Jackson Gamers "modified" were our 54mm WW2 skirmish rules. As is stated in the beginning notes, they were loosely based on a set written by Wally that appeared in three installments in Wargamers Digest in the early 1970s.